Welcome! I am Cliff Coffee, Coffee Maker Games is my independent game studio focused on crafting fun and compelling gameplay. By prioritizing the player's experience in every aspect of design and development, my goal is to create fun and engaging moments to bring the joy and fun of video games to everyone!
I take pride in taking the time to make everything I can by hand and learn the process, I don't use generative AI to make assets. That includes everything from music, fonts, and code modules.
Instead of using other's premade assets or templates I prefer to make my own.
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Gameplay Screenshots
Cosmic Destroyer is a frenetic arcade-style horizontal SHMUP, with classic gameplay elements as well as new mechanics. A love letter to classic gaming, 80s and 90s action movies, and the neon glow of a dark arcade. Levels twist and turn, enemies blow up into pieces that can be grabbed and used as special weapons by the player. Speed changes, secret areas hiding power ups, a consistent deluge of new enemies filling the screen with fresh bullet patterns and behaviors to keep players on their toes.
In Cosmic Destroyer, players will challenge themselves to dodge attacks and fend off enemies to ultimately take out the source of the corruption that is devastating the cosmos. Take up the challenge alone, or team up with a friend for a classic arcade local co-op experience. Cosmic Destroyer is designed to work on joysticks, keyboard and arcade sticks alike - so bring your favorite controller!
Original Concept Release "Tiny Cosmos" in 2019, the project completely Re-imagined in 2025 as Cosmic Destroyer!
Shooting - tap to fire a wide shot or hold to focus your shots in a forward firing direction. While holding the button down the ship will move at a slower speed, this also helps to provide situational speed change to dodge enemy attacks and navigate tricky environments.
Secondary Weapons - once the player collects secondary weapon pickups such as the Missile, the secondary weapon will automatically fire when the player is firing their primary weapon. Some secondary weapons have different behaviors or firing dynamics when the button is held down.
Salvaged Tech / Weapons - some enemies may leave behind a piece of their ship when they are destroyed that can be used by the player. Grabbing these items will give the player a temporary situational ability, weapon, or other modification. This could include large powerful weapons with limited shots, a large piece of debris that absorbs hits but slows the player down. Approaching these components will display a prompt for the player to pickup or swap their current salvaged item for the new item.
Option Drones - a staple in classic SHMUP games, options spin around the player and open, firing volleys of shots as the player fires their primary weapon. As an added bonus, options can absorb hits from enemy bullets. Option drone weapons upgrade along with the ship's primary weapons, changing their firing patterns, strength and projectile speeds. Options are picked up as power ups.
Special Abilities & Megabombs - each playable ship has a special ability, the primary one being the classic Megabomb which wipes out the entire screen of bullets, damages all enemies on the screen over the course of it's shockwave, makes the player temporarily invulnerable. It's also pretty fun to watch the devastation!
Ships and Customization - different ships have different load-outs providing variations of weapons, drone behavior and special abilities. A number of variant visual styles are provided for parts of ships such as wings, nosecones, engines - so players can customize the look of their ship as well. But these can also provide other trade-offs such as reducing max power to raise max option count, or other modifications such as modifying maneuvering speed.
Power Up and Progression
Cosmic Destroyer uses classic progression mechanics with a few unique twists of its own. Players will enjoy familiar power-ups which stack until the ship reaches maximum level, at which point any additional power up will instead increase scoring. Missile power-ups add additional missile projectiles, option power-ups behave in a similar way. Special Abilities like the Megabomb use a limited ammo, or their own specific mechanics such as a charge-up gauge.
Scoring and Chaining
Cosmic Destroyer includes a hit tracking and multiplier mechanic which counts each enemy hit towards a chain which will expire after a short time unless more enemies are hit. As the hit counter grows, so does a score multiplier which will add to the bonuses received from defeating enemies and collecting pickups dropped by enemies and hidden in destructible objects throughout the stages.
Screenshots from Minimalistic Game Jam 3 submission
Original Concept Release "Tiny Cosmos": 2019
Project Re-imagined in 2025 as Cosmic Destroyer, with more SHMUP based gameplay.
Tiny Cosmos is a small classic side scrolling space shooter game using at most 3 colors per sprite as required for the game jam, and giving it a very classic look. The game was a submission to Minimalistic Game Jam 3.
In Tiny Cosmos game jam version, players operate a space trucking cargo ship which drags its cargo behind it in containers, these containers are full of fragile cargo which easily takes damage from even a slight bump. Each cargo unit that makes it to the rest stop at the end of the stage adds points which the player can spend on upgrades, as well as additional points for time of completion. Each stage is procedurally generated, each being longer than the last and containing faster enemies and asteroids. Ships can boost and use a shield, both costing energy which is regenerated slowly or through grabbing pickups. The boost can get a trucker into trouble but also save them from projectiles as the ship cannot move forward or backward on the screen. The shield protects your ship but not your cargo, so spending your energy wisely is important to making it through the stage with some cargo intact.
A lite version was released on the Google Play store, though this is no longer maintained or available.
You can currently play Tiny Cosmos on it's itch.io page, some download versions available there.
https://skullwizardgames.itch.io/tiny-cosmos
Release: 2024 Ludum Dare Game Jam 56
Gettin' Squirrely! was created in 72 hours, the first version going live as alpha on 10/7/2024.
You can play the alpha version in your browser on itch.io!
https://coffeemakergames.itch.io/get-squirrely
Currently welcoming all feedback on the game, including community feedback on direction of the game! If you are interested in playtesting or have feedback please use the contact form and let me know.
Version 0.5a coming soon!
Prototype Gameplay - not final
Release: Currently in development.
Cyborg Ascension is a 3D top-down action game set in a future cyberpunk city that has become a prison governed by a tyrannical mega corporation known as The Conglomerate. As a player blast through enemies using a group of cyborgs in squad based real-time combat and exploration. Reclaim the city from The Conglomerate and their corporate security forces, dismantle their war machines, and remove their wardens from power - glorified urban warlords. Ultimately storming the towers of the New City Arcology in a showdown with the board - the evil masterminds behind it all. Customize and modify your squad members, install new limbs, implant memories, and unlock new technology - unleashing mayhem to devastate your foes.
The game is a inspired by a love for the over-the-top themes of 80s and 90s action movies. Every alien, mutant, cyborg, robot, and super soldier hero and villain taken to the extreme.
Cliff Coffee
Founder and Lead Game Designer
Weekly update streams for current projects on Thursdays from 1-3pm CT beginning October 3rd, 2024.
Periodic videos on game development progress, Unity developer tips, sharing updates, game jam prototypes, ideas, commentary, and more.
I want to keep making games. Help me do that!